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In Play Issue 2 - Necromancy
In Play Issue 2 - Necromancy
necromancy Writing
Anton Paulissen, Brent Bemis, CosmicOrrery, Derek Bizier, Edmund Denham, Eric Stein,
Franky Stein, Heather Rusk, Horos, Jon Garrad, Justin Hamilton, Kyle Maxwell,
Laurie O'Connel, Matthew K, Nakade, Oz Browning, Robin Harding, Sam M, Suzanna,
Will Calloway
Cover Art
Mark Conway
https://inplay.itch.io
Issue #2 deals with the dead, the way we raise them and the ways we play them. In
the necro-political spectre of 2020, to think of death otherwise is itself, a radical act.
From tombs to internships, old bones to new souls, each entry herein betrays a simple
dream—that the dead may yet dance with the living. I invite you then, dear reader, to
speak with your own shades and phantoms, to break down those fundamental
categories, so that when the dice land, you can say with conviction, “we’re just getting
started.”
Matthew K.
3
4
Behold,
God Dies!
OR : “AN ILLUSTRATED ATLAS OF THOSE UPON A FELLED DIVINE”
ETERNITY UNDONE, its host is slain. Where once stars crown’d, Death’s dreary
shroud is lain. And where creation’s spark did caper free, now lay dim globes bereft of
will to see. In time the holy animus dispelled, so left behind a grand and rotting shell.
And though we mourned, lone grief cannot sustain a man deprived and wracked by
hunger pangs.
If men to gods are little more than flies—then let us be! We seize upon our prize!
What follows is a simple registry: Not of gross mass but spry variety of kin who mean
to colonize the dead. So like Sir Worm let’s start then with—
THE HEAD
SEAT OF DIVINITY
The Capitol: On iv’ry thrones they feast upon God’s breath, unceasing still
long after certain death. From unseen bellows, blown past winding stair, and
turns the city’s mills with fetid air.
5
THE TORSO
MIRACULOUS FUNDAMENT INDEED
The High Plains: Scant yurts do trace the gently shielding hand, protected
from the batt’ring wind and sand. Here zealous few who brave the scouring
sun, and swear they hear a dead heart’s distant thrum.
The Hillock Forts: Where rolling, sturdy ground gave rise to spoil, so grow
some petty lords from others’ toil. Their purses thick but hearts turned slick
with rot, they raise their walls and burn their neighbor’s plot.
The Weeping Mines: What killed our Lord, we’ve not the ken to know, but
‘pon Their flank is marked a killing blow. Deep quarries ply the Wound for
quartered flesh, and each dawn disgorge miners stained afresh.
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THE TRUNK
MOST FERTILE BOUNTY
The Thicket: From God’s own loins spring lush and verdant groves, uncharted
still for fear of what might rove along the dark and fecund jungle bed: Some
monstrous progeny birthed from the dead.
The College Digita: On distant, chilly, zephyrs floats the Hand—so spider-
like and sinister a land! From rictal grooves erupts a scholar’s spire, its halls
aroar with lectures’ raucous choir.
The Saphenous Canal: Firm hands dug deep and found a buried vein, no
trifling rill but stately liquid main. While tides have slowed and blood has
set to gel, men still draw barges forth on oozing swells.
7
THE LEGS
AN ACQUIRED TASTE
The Grand Relief: With teetering walkways and netted masts, a colony of
scribes is clinging fast. They chart the sole and trace each calloused burl, so
sure of hidden meaning in the whorl.
The Fallen Bridges: Some pair of sibling kings once ruled the limbs, though
wasn’t long that filial love did dim. The War of Many Bridges was abrupt, it
ended just the moment lines were cut.
The God’s End: The last! A jutting gesture towards the void—abyss
unleashed, the firmament destroyed. Lone pilgrims venture here either to
find some solipsistic doom or peace of mind.
8
Controlling Undead:
THE DEAD LABOR If one is to have a profitable venture utilizing undead
A Necropunk City for fantasy games labor, one likely requires a means of coercing or
controlling these awakened workers. These methods
By Sam M depend on the kind of undead one attempts to employ.
1. Unintelligent (Aggressive): If the state of an undead
upon awakening is gnawing at the face or grasping at
The Necromantic Nobility of this medieval metropolis have left
the legs, we recommend no method of control, as
behind the cloak & dagger rituals and gone public. After a
this rage can be harnessed for many useful and
backroom deal with the Ancestral Church, cemetery space became
violent purposes. Instead merely confine the undead
scarce. All dead must now work to rest. This change was originally
and unleash them at one’s enemies at a strategic
met with cries of sacrilege and fears of ancestral retribution, but over
juncture.
time civic life has grown to accommodate various skeletal conveniences.
However, human labor has in no way been eliminated, for why would 2. Unintelligent (Docile): If an undead is merely docile
any noble sacrifice efficiency for the comfort of their subjects? Work upon awakening—they sprint unceasing in a cardinal
has certainly changed, augmented as it is by tireless skeletal hands. direction or merely sleepwalk and moan
Despite its morbid appearance to new arrivals, the city has acquiesced incessantly—they can be easily reprogrammed. After
to its dead-powered life. Well except for the death-stench and round use of a simple spell, a combination of fell
the clock bone clacking. No one could get used to that. incantations and exaggerated gestures mimicking
their desired task can lock them into any sequence
The Nature of Undeath of rote action.
The peculiar nature of undead in this metropolis and the 3. Intelligent (Spell Affected): If an undead awakens
surrounding countryside lends itself well to the with intelligence, a necromantic ritual may allow
necromantic economy. Whether these features are true of direct control by a living necromancer within a
all undead is a subject of some academic debate. certain range. In order to prevent lapses of control,
• Any physical remains denied or removed from their
proper resting place will immediately awaken. we recommend a contingent of well-compensated
lesser necromancers, confined to towers spaced at
• Undead can see perfectly at night.
regular intervals. We should note, however, that their
• Undead feel neither tiredness, nor physical pain. psychic commands can be foiled by the undead
However, they feel a constant, nagging pull to return
the grave, like an energized insomniac hoping to rest. donning a lead death mask or by loud and constant
music.
• Undead retain full awareness and control of all
articulated portions of their skeletal structure, 4. Intelligent (Spell Immune): Undead who retain the
regardless of physical connection or distance. pesky quality of human labor, namely being
• An undead retains this awareness and control until unaffected by necromantic mind control, must be
they are buried, cremated, or otherwise interred in a controlled by more coercive means. We recommend
manner fitting of the culture they held in life. the privatization of grave plots and the sale of
• Thus undead can never be killed; they can only be proper burial. Hourglass sand is an ideal currency, as
properly laid to rest. it lacks value for the living and can be used instead
of fertile grave dirt for interment. Because of
Undead Living: unionization efforts, we have had to replicate this
Being undead is of course quite different from being alive. pay structure for all undead regardless of
The nature of being undead can vary drastically, either by controllability.
the nature of death on different worlds or from one
undead to another. There are myriad possibilities. Unlife is
as varied as living life.
1. Undead may awaken with no memory of their past
life, though with an unconscious knowledge of it.
Perhaps they have a great curiosity for this world
they once lived in, or perhaps they find new
companionship with their boney fellows.
2. Undead awaken with full knowledge of their past
life. Perhaps they wish to keep up with business as
usual, become obsessed with previous mishap, or
begin anew with a weary yet deathless tenacity.
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Street Unlife:
Though constant reminders of one’s mortality makes Corpse Conveniences:
some visitors uneasy, the city has become a hub for Skeletons have full control of all their bones, even across
itinerant undead, exporters of death-powered amenities, vast distances. Thus many opt to split their body across
and dungeon minion recruiters. multiple jobs to pay for their grave plot faster.
1. Noble with animated corpse gown and a retinue of 1. Eave-mounted Skulls shouts out witnessed crimes
skeletal troubadours enroute to a masquerade 2. Elbow joint opens door automatically
2. Ghoul-owned butcher shop push-cart hawking spicy, 3. Candle covered skeleton lights your way at night
gourmet blood-sausage and sliced deli meats 4. Skeletal signpost points towards stated address
3. Heavily armed skeletons, puffing on pipes filled with 5. Bone-legged trolley car trundles across town
grass, looking for work guarding a dungeon 6. Bone leg end table follows with drink
4. Noble teens have chicken-fight jousting-match on 7. Finger bone amulet pokes you at hourly intervals
skeleton’s shoulders, nearly knock over a market stall
8. Skeletal hand takes and counts coins
5. Grub Breeders, maggots fall squirming from their
9. Skeletal arm on table deals cards and arm wrestles
robes, their fly enclosure teeters as they shuffle along
10. Sit on skeleton legs to be born over puddles
6. Sun-God paladin locked in stockade for attempted
re-murder, whispers for jail break
7. Store owner argues with Spectres distributing union
Necromantic Devices
literature on her stoop
This corpse-powered equipment finds many uses in
8. Ten skeletons with scythes and sun hats setting off
adventuring life, though a strict contract requires they be
to the fields
returned for burial once labor time is paid. Violators will
9. Hungover lich-queen scouring taverns and alleyways see their boney tools turn swiftly against them.
for misplaced soul jar 1. Skull: can raspily recite memorized folk songs and a
10. Vampire with parasol window shops for a comfier single long epic.
coffin, his anxious thrall insists they wait ‘til nightfall 2. Skeleton arm book stand: Turns pages, and scribes
Locations and Landmarks notes in margins.
Despite a vibrant economy, the bustling bones and a 3. Skeletal limb: Can replace one injured or lost. Very
history of Necromancy does cast a certain morbid pall restless, kicks or grasps all night.
over the city. 4. Skull worn on head: Watches your step in total
1. Necromancers Tower: Spikey and obsidian, darkness and warns of threats from behind.
surrounded by scaffolds. Skeletons repaint and 5. Skull, torso, and arms worn as harness: Boney arms
renovate to brighten the facade for local rebranding. can use extra tools and weapons.
2. Ancestral Church: Gaudy gargoyles and gold leaf 6. Whole skeleton without skull worn as armor: Helps
generously donated by the nobility. Skeleton ceiling the wearer bend, lift, and fight. Reinforces limbs.
decorations lead hymns and keep chandeliers lit.
3. Farmland: Farmers in sunhats pull pole-mounted
skeleton thresher teams. Stained skeletons are hosed
down after their shift in cranberry bogs.
4. Oral Library: Skeleton-leg library staff scamper
around with attached ladders to fetch skulls from
four-story shelves. Skulls can each recite one book.
5. Graveyard: High iron fences. Gravedigger guards
with shovel-spears march on patrol. Undead count
grains of hourglass sand to buy temporary plots.
6. Secret Cemetery: Whistling undead watchers. Leaf
covered grave mounds. Under cover of night,
skeletons barter for an early and discounted burial.
7. Mausoleum Market: Shouting vendors and bone
chimes. Chalk-scribed gravestones indicate available
wares. Moved mausoleums used as morbid stalls.
8. Bedless House Block: Kept awake by constant
shambling, living families built a bright painted
house block for their awakened ancestors.
10
By Oz Browning
Cursed to unlife.
11
THE BONE WARRIOR PEOPLE
By CosmicOrrery
In the desert live the Bone Warrior Now most bones are stored in
People in homes of clay mud brick. special pots kept in the familial
shrine, where offerings of cactus
The Bone Warrior People do not liquor and incense are made.
bury their dead. What fool would
trap their kin beneath the ground Not all bones remain here in
to never feel the sun’s warmth perpetuity however. For the
again? people’s warriors carefully select
bones from their various ancestors
When kin die their bodies are which they piece together to
delicately cleaned and laid bare, make their panoplies. These suits
then placed upon a tall wooden of bone armour tie the collective
funerary tower where birds will spirits of a warrior’s ancestors
strip the skeletons clean of meat. together in a melange of souls
who protect, empower, and aid
Once the birds have finished with their descendant.
them, the skeletons are cleaned
once more and given over to the It is not a one sided relationship,
Etchermen. Who carefully carve warriors often indulge in habits
certain symbology unto the bones. favored by their ancestors and
Symbology which shall bind the have even been known to finish
departed spirit to the bones as old vendettas.
long as they remain intact.
LESSOTA TWELVE-BLOWS
Her ancestral spirits dance around her in the
form of writhing snakes and have given
her a penchant for sour cactus blossoms
which she often eats.
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DRAUGRMANCY By Derek Bizier
Fill your frozen tomb with the Norse Special powers (D6)
undead.
1 One with the earth
The Norse believed that any greedy or evil This creature can travel through the
person could become a draugr. It would ground, but only in the dirt.
only take an improper burial to make it so.
The bodies of the dead who were not laid 2 Glow
horizontal had the best chance of becoming The sheer act of existing keeps this
undead. creature’s den alit with an unnatural
eerie light.
Was the Draugr purposefully trapped and
killed to protect the tomb? Though it was 3 Diseases
believed that the most evil and vile people This creature spreads pestilence, turning
in life could be made to stalk the tombs of those who get too close into Draugr.
kings, it is not inconceivable that people
would have volunteered to guard the riches 4 Giant’s strength
contained within. An unnatural predatory strength grants
favor to this creature in combat.
In undeath the Draugr typically becomes
empowered with otherworldly strength 5 Control the weather
and in many cases they were thought to There is a reason the tomb is so cold and
have magical powers. foggy. It makes it easier to prey on those
who would rob it of its riches.
Feel free to add to these lists and come up
with some more fun ways to populate your 6 You shall pass
tombs. Remember that there should be This Draugr will follow you outside of the
plenty of loot for the dead to protect, unless tomb to exact its revenge. Most will not
of course it has already been cleared out by follow, but this one will not stop until
those who have come before, in which case one of you is dead.
there may be even more Draugr.
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JDIlKTFZfEX
Descriptions (D6) Backstories (D6)
1 Sharpened teeth 1 Soldier
It is said that the Draugr attacks their One of the Jarl’s personal guards, they
victims and drains the life force from volunteered for this honor.
them to keep up their strength.
2 Peasant
2 Bruised, battered and bloated Once a peasant who was caught stealing,
The Draugr is blue and black with now the dead will stop all those who try
bruising and it’s poisonous gases from to steal from it.
decomposition have yet to escape.
3 Druid
3 Missing toes One of the elite masters of the runes, no
The Dead’s toes were often bound so they bigger insult could be afforded than
could not walk. The simple solution guarding a mortal’s tomb in death. They
would be to remove those toes. The dead are enraged by any who come across
can hardly walk with its feet still bound. their path.
4 Skeletal 4 Thane
The age of this creature is given away by Once a personal attendant to the Jarl,
the lack of flesh that remains. through the years they earned their place
in this tomb.
5 Half frozen
The Draugr has been sitting in the cold 5 Murderer
for a long time, it has long since lost its It is rumored that this Draugr was the
body warmth and its clothes are stiff one who slew the Jarl, and this is the fate
with frost. It would be best not to be they reaped with that final act.
touched by its freezing grasp.
6 Fallen soldier
6 Fully armored Every tomb needs its grunts. They were
The dead is loud when it moves but it will particularly cruel in battle in life and
not go down nearly as fast as its that holds true in death.
compatriots.
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15
16
17
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Immortality (on a budget) by Justin Hamilton
4 An extremely crass talking tree growing out of the rot in the witch-
bog
5 Three feuding alchemists wagering whose solution is the least
caustic
6 A lonely flesh-construct who understands “most” of their creator’s
procedure
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d6 What are the side-effects
1 Not hidden from imps by six feet of earth, you must contend with
demons wrestling control of your body on occasion
2 You still suffer natural decomposition—you will have to fund a
future ritual to stave off decay
3 You routinely spawn large carnivorous corpse-maggots, a painful
event and one dangerous for living companions
4 A demonic overlord has claim to your everlasting soul, using it as
leverage to force you to perform its misdeeds
5 You transform into a dog-sized (1d6)
1. Slug, 2. Worm, 3. Fly, 4. Cricket, 5. Roach, 6. Termite
6 You lose all but the most meager sentience, reduced to a moaning,
drooling cliche
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The Downfalls
&
Side Effects
of
Necromancy
By Brent Bemis
Hixis The Rotting, Master Necromancer, to their apprentice:
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Zombie rot - Caused by being in close Bone-dust induced asthma -
contact with undead for prolonged Particularly common in those who
periods. Your flesh starts to die and prefer skeletons over zombies.
rot, causing undead to perceive you as
one of them. The disease is usually Aura of the dead - After years of
fatal, after years of being infected. It practicing necromancy there is
does make it easier for fellow something off-putting about you that
necromancers to raise your corpse non-necromancers can’t place or
though, so there is that. identify. This leads to everyday tasks
(picking up supplies, etc...) turning
Cursed - Perhaps from a spell gone into annoying chores.
wrong or from the gods' displeasure,
you are cursed. When you die, you will Banshee tinnitus - Always wear
not be accepted by the living or the hearing protection around Banshees,
dead and will be stuck for eternity in or you will hear their wails forever.
the space between life and death.
Ghost nerves - Repeated and
Lichdom gone wrong - Fumbled ritual prolonged contact with ghosts
to become a lich that turns you into a deadens the nerves, causing
mindless undead. numbness and tingling.
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Theresa Backstory
Theresa was born in a bad year, when the
By Suzanna harvest was poor and the game scarce.
Her parents didn’t bother to feed her
Dragons are bad business. They pillage anyway. The smallest of her brood, she
entire nations, kidnap princesses, deal stayed small even when the rest matured
out curses, and enact many other evils. to great size, perhaps through
negligence, perhaps simply because she
Necromancers are also bad business. was reserved for a dark fate.
They steal souls, raise the dead as
merciless killers, and strive for the kind of Eventually, a friendly wizard saved her
undeath that requires unspeakable acts from both the wilderness and the
on a regular basis. By logic, a dragon-hunting humans. The two
combination of the both should be formed an unlikely friendship. The
horrible indeed. But if you ask Theresa, wizard taught her spells on the promise
the most horrible things about her are that she abstained from attacking
her missing teeth and backaches. human settlements. What the dragon
lacked in body, she made up in mind, and
Physical Description an unlikely friendship prospered.
Theresa is a small dragon, standing not When the old man died, Theresa began
much higher than a large house. She her studies in necromancy. Only when
shows signs of an advanced age, with she contacted his spirit did she learn of
graying, old eyes, whitening scales, her folly; he told her that he had found
sagging skin, several scars, and broken peace in the thereafter, and asked her to
horns, as well as yellowish teeth. abstain from the darker aspects of the
necromantic arts; a promise she has
honored to this day.
Her life from then on was successful; she
amassed a hoard by serving as an
necromantic oracle to royalty. She had
some husbands, raised children, and in
general, could not have wished for more.
Now that she is getting close to death,
Theresa has realized that she has some
unfinished business. Nobles with too
many soldiers and too little brain, her
unruly grandchildren forgetting the
lessons she taught them, and some foes
she thought dispatched centuries ago
returning from beyond the grave.
Handing the hoard to her favorites, she
set out on one last adventure to set
straight this bunch of unruly children.
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Personality Story Hooks
Theresa is a grandmotherly figure, Old Bones
having had more contact with humans
than with others of her kind. She tries to Theresa contacts the characters through
project an aura of warm friendliness, a middleman; she wants them to steal
even when she is in a situation that the soul jar of a long-dead lich she once
would require a decidedly unfriendly knew, so she can try to redeem them. To
approach. make things worse, the cult worshiping
said lich knows of the jar, and are
She is surrounded by a small retinue of planning to ambush the characters once
undead servants. She avoids towns and they leave the dungeon to steal the
open places, preferring to visit the few artifact and revive their master.
friends she still has left and do her
business from their estates. Family Matters
Theresa has made peace with death and The old dragon asks the characters to
knows that she might not see the end of mediate between her grandson and his
her self-appointed mission to “teach the fiance, a haughty and pampered beast.
region some manners”. If her great- She claims that he has stolen her
grandniece will not see reason, she won’t favourite chalice, and Theresa’s
mourn her death that much. divination has revealed that it is in his
possession. However, Theresa also
In general, she still prefers to avoid knows that her son speaks the truth
combat, and teleports away as soon as when he denies having stolen it. The
she suspects any sort of danger, characters must find a way to find the
preferring to spy on the area and treasure, steal it back, and preferably find
eliminate assailants when the odds are out who stole it and why.
firmly in her favor.
The Merry Dragon of Northham
Suggested Statistics
After her latest confrontation with a
Theresa mainly knows non-combat boasting warrior, who mocked her for her
spells and is rather fragile for a dragon, age, Theresa is incensed. Trying to prove
owing to her great age and small size. she still has it in her, she wants to
She avoids combat as much as she can. liberate a nearby village from a cruel
She knows most spells and all baron. What she doesn’t know is that
necromancy spells that do not harm the this is a set up by the baron who desires
living world, souls or spiritual integrity. to strike fear into the hearts of his
subjects and capture her (nonexistent)
She has varied knowledge about most hoard. He has set up ambushes and
topics relating to lore or magic. Her alarmed the local knighthood. The
treasure is small; just enough to pay characters must carefully navigate
whomever she wants to employ right between wounding their ally’s pride and
now. letting her walk into a deadly ambush.
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THE SPARK By Laurie O’Connel
25
The Spark does not aim to replace the world of the living with the world
of the dead. It is for the living world that the dead will fight.
The revolutionaries fight harder than ever, for they do not seem to fear
death. We despair of ever sending them back to their villages.
Now, thanks to the work of The Spark, the enemy hesitates to execute its
political opponents. The ruling class has turned towards mass
incarceration, throwing anyone with even a hint of dissident links into their
towering prisons and gaols.
And so, as your heroes arrive in this location, wherever it is, in whatever
time it is, the Spark is preparing for its greatest operation yet—an all-out
assault on this world’s Bastille. For this, it will require all the forces it can
muster from the bones of the dead, and the consent and assistance of the
organisations of the living.
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The Great Necropolis
CosmicOrrery
Bring your dead and dying, to be ensconced within our ancient halls,
Forever safe and protected, from tomb robbers picks and carrion eaters calls,
And ye who would not lie still in eternity lend us your deadened bones,
27
D E A T H
Countless rows of twisting, winding tombs, mausoleums, niches, and catacombs
make one grand city of the dead, lit by the pale blue-gold light of the apotropaic
lamps that keep the restless dead at bay.
All the ghouls in the world long somewhere in their hearts to make a pilgrimage to
the Necropolis. There, hidden among the ancient crypts, they dance, make merry,
and consult each other on matters within the Ghoul Parliament.
The Bonewrights
Necromancers of great skill and renown. They work the bones that the dying
bequeath to them into many sorts of artifice, their skeletal servitors just one.
Immensely rich with the wealth that foreigners give them in exchange for their
necromantic mechanisms.
The Keeperfolk
With their apotropaic lamps and long knives they protect and tend the many
tombs and mausoleums of the Necropolis. They are the best guides, besides
perhaps the ghouls (whom they despise), to the Warren.
L O V E
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P L A C E
Locales
The Graven Lighthouse The Road of Lamps
A skinny stone finger upon a pier of A way that winds deep into the
rough-cut granite blocks guides fading Necropolis lined with apotropaic
souls to port. lamps. Do not stray from the light, for
though the ghouls are a polite and
The Grand Wayhouse cheerful lot, they are also dreadfully
hungry.
Many-tiered and decorated with
carven flowers and skulls painted Shrine of the Empty Lady
bright colors, this is the establishment
of choice for foreigners bringing their Tucked away in a back corner against
dead and has many special ice rooms the wall of the Plague Quarter, the
beneath it for the keeping of corpses. shrine holds a statue of a woman styled
as if she was hollowed out from the
Plaza of Ashes front—a minor goddess of those dead
and forgotten.
A deep, smoldering pit has its fires
stoked by soot-stained Keeperfolk. The Bonewrights Quarter
Those not wishing a tomb are cremated
here and their ashes mingled with Neat rowhouses and workshops line
countless others. Prayer flags flutter in these streets, often mimicking the
the rising smoke. designs of the necropolis’s many
mausoleums. Skeletal automata
The Plague Quarter servants drift from house to house at
work.
Those sick and infectious who have
come to die stay here in an area Morose Society Lodge
cordoned off with low walls, cared for
by Keeperfolk clad in heavy, rosewater- Wealthy foreigners come to learn
soaked robes and veils. necromantic secrets. The Bonewrights
and the Keeperfolk despise and suspect
them. Accusations of grave robbery
and other misdeeds abound.
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B O N E
The Lane of Kings The Warren
Encounters
1 A band of jovial ghouls traipsing down the lane, chewing on some kind
of meat. They will invite you to join in their revelries.
30
of the TEN NECROTIC MIRACLES
31
and the PROGRESSION of a SAINT
By Jon Garrad & Robin Harding
32
vi. Intercession from the Host Ancestral
The rites of exorcism and sanctuary, properly wrought, are the
key to direct intercession from the Host Ancestral. By
performing these in conjunction with the rite of discourse, the
necromancer can invoke their Ancestor to direct manifestation.
By pact and custom, the Ancestor lends advice and aid in
return for oblation and obesiance.
33
ix. Reanimation: the Forbidden Art
The great heresy of the Grey Pontiff began here, with the
deliberate compulsion of dead souls into dead bodies, the
haunted and the risen dead not released into sacred
transcendence but bound together in service to the living. No
true necromancer of the Church practices these blackest of
arts, these falsest of miracles; they are a theorem, a link in
the chain of life-in-death through which the sacred and true
Resurrection is pursued. That we know how such a thing
might be done is enough.
"The need s of the livin g outw eigh the dem ands of the dead
."
"We who Kno w Kno w this also: that the Pont iff achi
eved
his imm orta lity thro ugh the Tent h Mira cle, a
self-
bani shm ent and self- exor cism , and an inve rsion
of
sanc tuar y and a self- inca rnat ion;' that in his glory
he
asce nded to the Host Ance stra l whil e yet livin g,
and
retur ned! He was but the first . Ther e shal l be othe rs.
Deat h
is not the mak ing of a sain t: it is life, unap ologe tic life!
"
34
The Workers’ Chains
A necromantic phenomenon by Anton Paulissen
First Impressions
Visual - A chain gang, linked by wrought iron chains and manacles, attaching at the
forehead instead of the ankle. At the centre of each head manacle is a copper sigil,
set in quartz. There are ten manacles, with occupants in various stages of decay.
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Interactions
Recruitment - The chain’s crew collects shiny things for the purpose of attracting
fresh members. Whilst a candidate is distracted by their baubles, an empty manacle
is clamped around their brow. If this fails, they resort to piling in as a mob.
Physical Effects - The living achieve a deathly pallor after 2-3 days. Promotion to
ghoulish countenance takes a number of weeks; rotting flesh to clean skeleton,
years of progression. Dead bones don’t regenerate; when worn to stumps, the
manacles release them.
Mental Effects - The sigil’s magic quells the will to resist. Those who break its thrall
must overcome their physical bondage swiftly, before the enchantment is
reasserted. The imprisoned remain sentient but increasingly forgetful that things
were ever otherwise.
Incentives - The enslaved are made to believe that carrying out enough labour will
eventually free them. It won’t. They believe their sentence would be shortened by
ensnaring others in an empty manacle. This is fantasy. No work will ever suffice,
because the majority of its benefit is syphoned off by an unknown master - the
Overseer.
The Overseer - possesses a toil battery, which leeches energy from the copper sigils
into its mana store. The overseer shares similarities with the necromancer, in using
the battery to command further undead servants. But no arcane study or personal
sacrifice was required on their part. Instead, they harness the power directly from
the battery (which they did not build and barely grasp the workings of). Their
appearance is typically high society, with no mark of the dark arts.
36
Kirk Grims By Kyle Maxwell
Many cultures and peoples have tales of spirits that protect them and guard their welfare.
1 The old Clark graveyard sits near the road at New 6 Both sides in the Saints War invoked the names of
Sanctum. Legends say that when the Imperial their ancestors as justification for their
militia came through on the Burning March a internecine conflict. So when the armies took the
generation ago, the ground split and specters flew field outside the capital, perhaps they should
out and assailed the column. They screamed and have expected the appearance of mounted
ran from the ghostly claws, and New Sanctum soldiers in the heavens that rode to both generals’
became the center of the First Resistance. tents. The officers pleaded their case to no avail,
and the ghostly cavalry ran them through. The
2 The people of Embron revere their genealogy and remaining leaders quickly declared a cease-fire.
take care in memorizing them over generations.
When ships appeared on the horizon, belching 7 The Vogbosi treat few crimes as harshly as they do
smoke and flame, the children stood on the shore grave robbing and desecration, viewing it
and sang out to their grandparents’ grandparents tantamount to treason. And no wonder, as more
in the Chorus of Ages. As they did, the waves took than once the Vogbosi priests have summoned
human form and surged towards the invading hundreds of warriors from their tombs when the
navy. portals from Obith and the Storm Dimension
began to appear.
3 In the town of Anabois, dogs are worshipped.
Upon their death, they are buried with great 8 When Mount Flatmark began to rumble and
honor in graves on the outskirts of town and shake, the farmers prepared to flee. The eruption
around the main square. Folk believe that these caught everyone by surprise, but as lava flowed
dogs guard them in death as they did in life. towards the villages, townsfolk saw that the
Whether due to superstition or something else, cemeteries remained safe and cool. Priests mutter
the local bandits steer clear of the town, and so and shake their heads in denial, but others agree
indeed the town feels safe. that they saw faint figures, arms linked, holding
back the molten rock.
4 Burning Rock Graveyard hosts an eternal flame,
in honor of those who died in the Greed War. Only 9 My grandmother still weeps on Commemoration
the Shadow Assembly know that the flame’s Day, when we remember how the ships filled the
lighting began a ritual that remains incomplete. If skies and threatened annihilation. But she weeps
it should be extinguished while a bell tolls 7 tears of happiness, because she remembers how
times, the buried bones would knit and rise to the gravestones lifted up from the ground and
devour the Assembly’s foes. This is their sacred encased the invaders’ vessels before pulling them
responsibility, and last resort. into the oceans.
5 Olegario Vélez earned fame as a guerilla fighter 10 The Flynn boy swears up and down that his old
and revolutionary two centuries ago. The town of dog, Justus, rescued him from the slavers and
his birth maintains a statue in his honor, his guided him home. Justus died a year before that
cremated remains buried underneath. Many of raid, so it must’ve been some other dog - with
heroic freedom fighters in the region hail from exactly the same mottled markings and clipped
that town, inspired by his example. But in their ear. But since nobody’s seen Justus since then,
old age, several told of whispered guidance that who can say for sure?
led them to victory against tyrants.
37
38
The House
of Madame Suma
By CosmicOrrery
You might encounter it trodding along over the hills and lanes of the
countryside. It tends to avoid towns. But it is invariably drawn towards
places possessing unusual and unique creatures.
39
What Does Madame Suma Seek? What Gift Are You Given?
40
Living Hearts, Dead Bodies
d8 Necromantic FACTIONS by franky stein
1 Fallen Farmers
The loss of able hands to death can throw a farming family into
destitution. This organisation fills that need: participants agree to
donate their body if they pass still in their prime. In exchange, families
are given a different raised body to help on the farm. These workers are
notable for their elaborate copper masks.
3 Phantom Limbs
Life exacts a toll in effort, blood, and sometimes limbs, especially in
times of war. This group seeks to fit people with prosthetics fashioned
from donated limbs. As they will commonly cite: "regenerating a limb
is hard, teaching an old limb how to work with a new person is much
easier." They do their best to help recipients hide the nature of the
prosthetic as stigma still lingers.
Complication: The magic used to control the limbs has become the
target of an arcane huckster who can control them from afar.
Complication: Someone secreted a bone into the pile that was not
willingly given. It must be returned to its rightful place for the magic to
41 work again.
5 Bell ringers
Casting their bells from donated metal, the Bell Ringers create bells to reinforce
the soul. With age, the frequencies of the soul begin to drift and clash, causing
bodies to weaken in turn. By learning the life story of a person, the Bell Ringers
can tune a bell to bring the soul back into harmony. They do this for elders in
the community.
Complication: A tsunami wiped out most crops and members of the Bell
Ringers. They will sell their secrets to Hyrali Gremblibee, a gnomish investor.
Custodians of the Kintermail Armor, which burns the soul of the wearer and
grants them immense physical and magical power. They roam the world looking
for those desperate few with “just” needs for vengeance. They explain the
power they can offer, as well as the trade-off, and bestow it upon the aggrieved
if they agree to punish those that have hurt them. Once nothing but a husk
remains of the wearer, Power Within, Justice Without retrieves the armor and
finds another to feed it to.
7 Soul weavers
Traveling from prison to prison, the Soul Weavers help to resolve the traumas
that haunt the incarcerated and tend to those whose mental health needs are not
being met. Many communities will treat the mentally unwell as criminals instead
of people in need of help. In addition to traditional therapy, they directly
manipulate the soul of the person. Stretched out like a complicated web,
traumas knot the threads of personality in a person, quieting the harmony of
their soul and preventing them from living how they want.
Complication: A jailer has observed the Soul Weavers too closely, learning
enough to be dangerous. He has turned the prison towards bent compliance but
also made it a reflection of what is inside of him.
8 Loss in words
Pain has a voice in the world and if you listen closely enough, you just might
hear it. Sometimes though, this pain takes on a voice of its own in the form of
a ghost that haunts the world. Loss in Words seeks to find those voices and
listen, mending the ghosts such that they don’t have to hurt the living to get
attention. Ghosts, like pain, fade only with time.
Complication: Sometimes a ghost becomes too much for Loss in Words and
must be dealt with by glittering swords.
42
Dead Letters
Eric Stein
43
of dead letters, a remaining with that
refuses the monology of necropower in
favour of necromantic plurologies, the
being several of the "I,” the reanimation
of being written.
Bibliography
Achille Mbembe, "Necropolitics,"
trans. Libby Meintjes, Public Culture
15, no. 1 (Winter 2003): 11-40.
44
The Morose Society
By CosmicOrrery
a. wealthy,
b. self important,
c. irresponsible.
45
What Is The Local Lodge Up To?
1. Paying for the corpses of holy figures which
they are grinding up and snorting in hopes
that it gives them certain occult powers.
46
Excerpt from: W. Summers, WeHelp CEO | Raising the Cyber-
dead: The Shade economy and our modern society | NextAI
Global Technology Conference 2150
I n the days of our first demonstrations, I was once asked by a frustrated AI researcher how our
assistants worked so well. I told him that, for all his research dollars and government grants, he had
ignored the most well-developed source of human-compatible data in the world. He asked what it was.
I answered, life.
He was incredulous. The programmers of the early 21st century had attempted to produce a
representative sample of the human endeavour, to be certain, but nowadays the amount of data
generated by any human is so voluminous that legacy data sets, controlled and modulated by layers of
pre-sorting and management, form the crux of experimental science. It is no secret that we eat, sleep,
and breathe data. Our speech patterns, sub-vocalisations, and arm gestures are tracked and stored. With
the innovation coming from companies such as ThinkPro, we can anticipate and sort our ideas before
they even arise from our collective subconscious.
47
Yesterday’s heroes, today!
H e was correct in some important ways. There could be no attempt to converge petabytes of data
into a single stream as in the days of old. However, a new and perhaps more exciting possibility had
emerged, one ignored by mainstream research and science—data rights.
Vestigial privacy regulations meant that you were still nominally the owner of your data. Thus, the
owner of a Data Requisition License could request copies of personalised, fine-tuned data from the
license holder—usually themselves—from any database in the orbital system.
This data, while huge, was eminently more manageable, and orders of magnitude more fine-tuned
and specific than a general collection.
A new plan therefore emerged: acquire the data rights of those less privileged for handsome sums
of money—wait until they had, unfortunately, deceased—then collect their lifetime data and use it to
train our assistants. The uniquely focused data means that our assistants often acquire traits of the
deceased, including mannerisms and cerebral abilities. Thus, in a manner of speaking, the assistants
that we sell are copies of the dead, risen from their digital footprint—hence the designation Shades.
There are those who would shudder at being served by Shades. Those who shudder rarely resist
convenience for very long. It is the same with millions of other questions, from animal cruelty to
third-world poverty. As for myself, I believe that we are not offering slaves, but a path to
immortality for those less privileged in life: if a person cannot afford telomere regeneration therapy
in the physical world, why not live on as a digital clone? And, when offered eternal life, is not a little
work an acceptable price to pay?
ease help me
someone pl
48
The Sovereign
the River& Heather Rusk
Sit, acolyte, and listen. Today begins sciences significantly in the last twenty
your instruction in the rites of the generations, but it would remain the
Revenant Kings. height of hubris to assert we’ve
approached the Sovereign.
First, you must understand that the
Order of the Revenant Kings does not Your second cypher is that, as we do
operate in opposition to the temple of not yet access the River, we must keep
Sovereign Kryk'thyr. None among us what scraps of soul water we may find
refute that Sovereign Kryk'thyr holds as they drift homeward. These drops of
dominion of the Great River, and the Water will power a great many
apportions souls according to the works, but there are several
needs of the vessel-body. This would be limitations. Know that the higher the
madness. No, the foundational life form, the more difficult it is to
difference between our doctrines and infuse enough soul into it to restore
those of the Priests of the Current are sense or sapience, and as such it falls to
simply a question of context and scope. our most experienced Kings to attempt
reanimation of those lives we
Where the Temple works their magic recognize: persons, certain aquatic life,
by direct petition to Sovereign companion animals, and a certain
Kryk’thyr themself, seeking their selection of avian life. You will achieve
action as a child begs for sweet fruits in this skill, but you must be patient.
the winter, we prefer to petition them
as students. In absence of direct access Third, you must understand that any
to the great river of souls, we must soul we wish to capture must be
make do with what souls we may plucked from its journey as soon as
capture as they leave the vessel-body possible after the vessel-body dies. The
and drift back to the riverside. longest a Revenant King has been able
to wait before reanimating a vessel-
Ours is an imperfect science, but we body was precisely seven days, and to
Revenant Kings embark on this path in date no instance of reanimation has
order to gain greater insight and been successful after more time than
appreciation for the manipulation of that. There are severe costs as well: to
the Soul Water. You will find as you reinfuse a vessel-body with the Water
trace the footsteps of we who walked after so much time leaves a very slim
before you that we’ve advanced these chance that it will return to life with its
49
senses intact. The chance is even The final consideration for today shall
slimmer that it will suffer no be this: the River is said to be
psychological turmoil, absence of everywhere, which the Temple
morals, or significant infection of interprets quite literally. We hold that
Water that remembers a different life. the River infuses us all because
everything that has ever lived, from the
It is worth noting that the temple of mightiest of beasts to the tiniest of
Kryk'thyr sidesteps these difficulties worms in the dirt, is perfused with
neatly by trusting in the Sovereign some amount of the River. As such, it is
themself to find, purify, and return the possible that the River flows between
Water to the vessel-body in question. us all. We suspect that it in fact flows
However, even the Sovereign has freely somewhere beyond our
limits. If the Water returns to the river, comprehension. This is the best
nothing and no one can separate a explanation we’ve found to date to
specific dose of soul water to match the justify seven days of travel back. We
Water that was lost in the vessel-body’s believe that the River way be “close” to
death. For this reason, as far as our or us in the sense that a god considers it
the Temple’s records have indicated, close. The few times a Revenant King
the seven day limit appears to be has had direct contact with the
immutable. Sovereign, their wisdom is of such
scope and spread that it takes a King
As a newly crowned Revenant King, years, and sometimes decades, to
you will be accused of hubris, of interpret and approach understanding
interference with the River, and all of the Sovereign’s designs. Further, this
manner of unsavoury things. interpretation is always flawed—how
Remember that all Water will return to could it be otherwise, filtered through
the River in time, with or without our we imperfect mortals?—and must be
ministration, and so these claims of studied by others after the first
interference are patently untrue. interpretation.
Further, hubris remains in the eye of
the beholden. Where some accuse us of Thus ends the first lesson. Study well,
it, I offer that it seems to be hubris of King, we reconvene tomorrow.
the highest order to seek to petition
our god over and over to reinfuse souls
into vessel-bodies… for money.
50
THE BURIED
The dead roam in the medieval village of Kimber. A recent spate of deaths has been
followed by the haunting of an evil presence, a vampire. You have been tasked with
discovering which of the recently deceased is the vampire and carrying out the grisly
task of killing the beast.
This is an RPG story providing a setting, a number of events and possible outcomes.
Read through and play it in whatever way you and your table see fit.
Content Warning. This is an adult game chronicling a difficult situation. Themes may
include murder, prejudice, affairs, death, bereavement and abuse of power. Please be
guided by your table’s tastes and use safety tools where you need.
51
The people of Kimber knew something wrong when everyone began having
the same nightmare: a fire crackles in the hearth at night; in the shadowed corner
of the room a malign figure sits, patiently waiting for you to speak; but you find you
are too afraid to and instead you tend the fire; the fear grows and with it the waiting,
now become gleeful; you never speak; the fire crackles and burns; the figure leans in
triumphantly, grinning, and in the silent flames you see your screaming face.
Since then there have been reports of strange sounds in the night, mysterious
footprints, and a number of residents are becoming pale and weaker with each dawn.
The villagers fear that one of three people who died recently is rising as a vampire and
feasting on the souls of the living. Let us call these three The Buried. But who are
they?
1. Joan, widow and beggar. Died alone in bed following illness after giving birth in
secret.
Secret. She was involved in a romantic relationship with one of the households and
became pregnant with his child.
Need/Want. To find safety for their child.
2. Benedict, the Deacon. Passed away in his sleep at a curiously young age.
Secret. The priest had been threatening the deacon after he complained to the
bishop about his wanton behaviour with some of the parishioners.
Need/Want. To see the priest punished.
3. Adeleide, domestic servant in the Lord of the Manor's household. Found dead on
the side of the road, apparently having been attacked by a wild animal.
Secret. Was in a passionate relationship with one of the Lord's agents.
Need/Want. To find her lover and be re-united with them for ever.
4. Geoffrey, argumentative villein. Choked on his food while ranting about his
neighbour stealing his sheep.
Secret. Had been slowly moving the boundary markers of his fields.
Need/Want. Revenge on the neighbours who looked down on him.
5. Berek, headsman's eldest son and wastrel. Died while riding, buried very quietly.
Secret. Actually faking their death due to illicit relationship with a villager.
Need/Want. Escape from the village and live their own life as adventurers.
52
6. Eleanor, the local herbalist and wise woman. Found dead on the crossroads at the
outskirt of the village, hanging from a tree. Suspected as suicide.
Secret. Had performed a rite to return as a vampire; was the child of one.
Need/Want. To drain the energies of the village and become the monster they
accused her of being.
We all know that to kill a vampire you must desecrate its body. Take an iron rod and
drive it through their heart, stuff their moulding mouth with stone and bind their
clawing hands with burial shrouds. A grim task; would you be happy to see this
happen to your father? Your daughter? Your husband? Could you happily mutilate
their body and so end the final hope of all those who toil, resurrection?
Neither will the villagers be happy and you will have but one chance to make one
choice of body to commit this sacrilige upon.
For you will have to make this choice. You will be appointed to intrude into
homes and pick at old grievances and fresh wounds. You will engage with the village in
order to uncover the truth, or what amounts for it in Kimber.
I've heard it said that is a pleasant village; the farming is good, the climate mild and the
lord of the manor is far enough away that he overlooks some indiscretions. At one end
the parish church with its small graveyard sits alongside the river and there are a couple
of other interesting local landmarks:
1. Jenny's Fall, where a fairy queen is supposed to live and animals fear to tread.
2. Wild Wood, a place for lovers and outlaws to hide from the village's prying eyes.
3. The Old Village, where the village used to stand before a flood came. A few
wooden remains peek from the silt.
4. The Giant's Bed, an earth mound looming on the hill above the village.
5. Mirc Road, an ancient stone road that loses itself in the nearby marsh.
6. The Death House, a cave along the river where wolves and beasts
shelter.
It is pleasant, Kimber, I've heard it said, but the folk are strange. Secretive
53
and difficult, finding your way among their truths and untruths, their personalities,
will be no easy task. There are maybe 20 households in the village, of which five are
key households which may have a part to play in our story.
1. The village headsman's. Yeoman Mathew owns his land and rents it out to some
of the landless villeins in the village to earn additional income. His status as Yeoman
marks him as part of the Lord of the Manors retinue, but, thank Christ, he has never
been called upon to do anything. However, he has never shied away from displaying
his relative power, which his son, Berek, laughs publically at.
Household secrets. Yeoman Mathew organises the village's tithe to the lord of the
manor and works with a few others to steal some.
Household personalities. Aggressive, Arrogant, Sceptical.
Household possessions. A pair of spears and an old sword and shield. A good range
of farming tools. A few quality valuables including plates, a glass drinking vessel or
two; some jewellery. A handful of oxen, rented out to plough.
2. The herbalists. Just on the edge of the village is the village healer who uses herbs
and magic to cure and bless the villagers. Increasingly persecuted by the priest,
Eleanor and her daughter, have become secretive. Though people still visit in the
dark of night trading food for healing.
Household secrets. A tradition of witchcraft and demon summoning exists within
the family and they have been attempting to practice it recently.
Household personalities. Bitter, Patient, Proud.
Household possessions. Herbs and other dried and preserved ingredients as well as
the tools to weigh, measure and prepare them. Simple household materials with a
few good quality items traded over the years.
3. William's house. William is a villein but very popular in the village and looked
upon to settle arguments or be a voice of reason and moderation. He is rumoured to
descend from knightly stock and he is often complemented on his bearing.
Household secrets. William is far less popular in his own household, where he takes
out his real inadequacies on wife and children. He knows his neighbour Geoffrey
54
is playing with the boundaries of his lands and stole Geoffrey's sheep and killed it
out of revenge.
Household personalities. Shamed, Hurt, Envious.
Household possessions. Some old farming equipment and other simple household
materials. A few sheep, fewer than many of his neighbours.
4. The priest's house. The priest has been nestled in the house beside the church as
long as anyone can remember and is used to getting his own way, a believer in fire
and brimstone and not afraid to show it. The deacon Benedict lives there too but
who cares about him.
Household secrets. The priest has more than a few vices that he is not afraid to
indulge in and he will exploit the idiot villagers for his wants. He hates Benedict
for betraying him to the bishop.
Household personalities. Hateful, Bored, Defiant.
Household possessions. Fine household goods, ornaments and relics of the church as
well as fine vestments which the priest likes to wear whenever he can.
5. The widower John's. When you have nowhere left to turn, there is John. Generous
with his time, his little wealth and his house. His granddaughter Adeleide is a
domestic servant at the Lord of the Manor's house, it is rumoured she is being taken
advantage of by one of the members of that household.
Household secrets. He is the father of Joan's baby.
Household personalities. Steadfast, Cynical, Passionate.
Household possessions. Simple household goods with a scattering of fine wares and
clothes, rarely worn or used. A supply of silver and gold hidden beneath the
ground in the house.
It seems on the surface a simple set of folk, but I am sure in your journey
you may yet uncover further darknesses between these people. But you,
who are you? I see you clearly in this firelight, though you do not turn
towards me. Look into the fire and what do you see? A member of one
these households? A child perhaps, or wife? Are you one of the buried who
is not yet dead? Or are your from another household. I will let you decide
55
what face the flames lick around, perhaps as you pass through this journey you will
gain the ability to speak, you will learn your name and your identity, no longer simply a
blank vessel for a foreign spirit to possess.
So we have our pieces arrayed; dawn is over the village, the dew is silver like tears
on a sleeve. A cry of hurt begins as a gentle breeze and becomes a storm. A girl is dead
in front of you, pale and blue and drained of life. Her parents may never truly be
happy again, and you find yourself with the responsibility to hunt the vampire that has
torn the thread of this family's story.
I will leave you here, perhaps to meet again at the end, with a number of events
that may come to you through this story. Choose two or three before you reach the
climax of the un-burial, where a grave will be cut open and the corpse revealed in its
revelatory form.
1. An all night vigil is held to catch the vampire as it crawls from the earth.
Complication. One of the watchers disappears during the vigil.
Possible attitudes. Bitter, Curious, Disgusted
Potential outcomes. The fled watcher is discovered escaping with Berek, their
relationship uncovered; the watcher and Berek escape from the village and make
off on their own adventure.
2. The herbalist is banished from the village and threatened with death by the
priest and the headsman. People are banned from visiting.
Complication. A character becomes very sick and needs medical aid, but is spotted
meeting Eleanor's daughter.
Possible charcater attitudes. Stoic, Frightened, Devious
Potential outcomes. Eleanor's daughter is punished or worse; the character dies;
Eleanor is protected and reveals her fears about her mother.
3. William's house is burned down in a revenge attack.
Complication. The village splits in a fight between supporters of Geoffrey's family
and the neighbour's.
56
Potential outcomes. William takes his own revenge on Geoffrey's family in kind;
Geoffrey's family are arrested and banished for the crime.
Possible character attitudes. Furious, Disdainful, Shocked
4. The priest declares that immorality summons the vampire and calls on people
to reveal the sins of their neighbours publically.
Complication. Suspicion is thrown on multiple households.
Potential outcomes. The priest's own transgressions are revealed and suspicions fall
on his role in Benedict's death; Infighting among the villagers leads to violence
and the investigation falters.
Possible character attitudes. Indifferent, Gloating, Vengeful
5. Joan's baby grows an extra arm and people believe she slept with the vampire.
Complication. The widower John declares he will no longer care for the babe and
abandons it.
Potential outcomes. John's relationship with Joan is revealed and he is condemned
as the vampire or driven from the village; the baby is taken from the village, or
worse; a new home is found for the baby once it is cleared.
Possible character attitudes. Frightened, Humble, Hateful
6. An agent arrives to investigate sent by the lord of the manor.
Complication. The agent is under threat by those who think he knew Adeleide
and those who are avoiding paying the tithe.
Potential outcomes. The village is accused of not paying the tithe (tax avoidance)
and key people are placed under arrest leading to disruption of the investigation;
the villagers accuse the agent of killing Adeleide or get rid of him in other ways.
Possible character attitudes. Helpful, Plotting, Distant
57
Upon opening the grave we find:
The Vampire has a well preserved body, pale eyes, splinters and mud in mouth and
nails, as it climbs out of the earth at night. Perhaps it will awaken as you stand above
it, and fix its eyes upon your soul, flexing unholy muscles.
Joan, buried with a number of keepsakes of her friends and family. Clutched in one
hand is a lock of her lover's hair, in the other the dried remains of the babe's
umbilical cord.
Benedict, buried in simple robes. Hands clasped above his heart have had their golden
rings removed. His skin is darkened and poisonous looking.
Adeleide, her body is curled up in a foetal position, with a few nice belongings buried
with her. Though decomposed a small section of bite marks look suspisciously
human.
Geoffrey, hands are clenched and a look of anger still is on his rotting face. A
boundary post looks to have been unceremoniously chucked in with the body.
Berek, is not in the grave; wrapped in the shroud is a large sheep.
Eleanor, has whole eyes which burn in the gloom, a shifting of darkness; she is telling
you this tale.
58